Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Izitmee

Pages: 1 2 [3]
31
Showcase / Re: Wrestle Jump - A two player game on a single iPad/iPhone
« on: November 23, 2012, 12:46:38 pm »
Wow this looks superfunny, and I love the simple and effective concept. Any news of a port to Android? :)

32
Showcase / The Hate Combinator
« on: November 23, 2012, 12:38:31 pm »
I just realized I never posted here. I always use 2D Toolkit for my games (if not for the whole game, at least for the UI).
The Hate Combinator is my latest short game. It was done in 3 days for the FuckThisJam competition, where you were challenged to do a game in a genre you hate.



Here are all the infos, and you can play it or see a trailer: http://www.holoville.com/games/games/thehatecombinator/
And here is the official fuckthisjam page: http://bmo.fuckthisjam.com/submissions/37-the-hate-combinator

33
Releases / Re: 2D Toolkit 1.80 Alpha 3
« on: September 29, 2012, 10:24:09 am »
Yes, I definitely am missing 2x textures. Sorry for having completely misunderstood how that worked :P

34
Releases / Re: 2D Toolkit 1.80 Alpha 3
« on: September 29, 2012, 10:09:30 am »
Awesome news :)

I tried it on a recent small game I'm working on, which only contains regular Sprites, SlicedSprites, and TextMeshes, and has a single SpriteCollection.
When I updated the package (not sure if the previous one was v1.7final_patch2 or v1.76final_patch3 - how can we check the installed 2D Toolkit version?), I got a bunch of warnings but then everything worked ok, both in the editor and in runtime.
Problems arose when I tried to add Platforms. I added both a 1x and a 2x, keeping 1x as Current Platform. As soon as I pressed Commit, I got a bunch of these errors: "Unable to find platform specific texture '[MyTextureName]' for platform '2x'", which are all about 2x versions, and none about 1x. After that, when I select any sprite in the Hierarchy, I get this repeating error (coming from the Inspector's GUI):

IndexOutOfRangeException: Array index is out of range.
tk2dSpriteThumbnailCache.GetThumbnailTexture (.tk2dSpriteCollectionData gen, Int32 spriteId) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteThumbnailCache.cs:46)
tk2dSpriteEditor.DrawSpriteEditorGUI (.tk2dBaseSprite sprite) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteEditor.cs:62)
tk2dSpriteEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteEditor.cs:11)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty) (at C:/BuildAgent/work/d9c061b1c154f5ae/Editor/Mono/Inspector/InspectorWindow.cs:888)
UnityEditor.InspectorWindow.OnGUI () (at C:/BuildAgent/work/d9c061b1c154f5ae/Editor/Mono/Inspector/InspectorWindow.cs:243)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

EDIT: though reading again about Platforms, I suppose I misunderstood how they have to be used, so it's not a bug?

35
Releases / Re: 2D Toolkit 1.70 beta 1
« on: April 09, 2012, 02:21:34 pm »
Awesome, was so waiting for this :) Just a quick question: can we store data and renderData and create group of tiles randomly at runtime? And would this be efficient?

36
Releases / Re: 2D Toolkit 1.60 final
« on: March 29, 2012, 09:30:57 am »
Have to agree with the above happy people :D It took me a little while to get used to the new sprite collection editor, but now I don't find it nice: I love it :) Thanks :)

37
Releases / Re: 2D Toolkit 1.60 final
« on: March 28, 2012, 12:59:11 pm »
Oooops, found how. For some reason I didn't think of trying to drag into the panel until now. Sorry :P

38
Releases / Re: 2D Toolkit 1.60 final
« on: March 28, 2012, 12:57:38 pm »
New sprite collection editor looks nice, though I couldn't understand how we add sprites to the collection now?

39
Support / Re: What next?
« on: March 17, 2012, 07:07:23 pm »
Just to add to the pooling discussion: on my humble opinion I agree with what Unikron is saying. Pooling is not always necessary for everything, and when not necessary it just adds a useless overhead (even if very light).

40
Support / Re: What next?
« on: March 11, 2012, 07:58:43 pm »
Oh, now I understand about Sphere Colliders - I still never used animated sprites. Actually, I withdraw what I said about it, and now I prefer for that feature not to be there. I think it's better to have to add some things manually, than to have them automatically, with the risk to forget they might have less-than-top performance compared to the rest.

41
Support / Re: What next?
« on: March 11, 2012, 12:48:05 pm »
By the way: another great addition would be sphere colliders. As of now, each time I use a ball (which my game is almost completely made of), I have to add that outside of 2D Toolkit.

42
Support / Re: What next?
« on: March 11, 2012, 12:45:18 pm »
I'd definitely vote for Integrated multi platform support.
Also, being able to undo (at least simple things like sprite color changes) would be great (http://www.unifycommunity.com/wiki/index.php?title=EditorUndoManager ;))

43
Support / Re: Scripting Refnrence
« on: February 08, 2012, 07:27:15 pm »
That would be awesome (and doxygen is a perfect tool for that), I always have to look at the code to check the API :)

Pages: 1 2 [3]